http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Richards&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T09:08:37ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=175109v0.34:Archery2012-07-10T21:27:32Z<p>Richards: Changed this fact.; testing done showed creatures were able to fire from three z levels up or down. I don't know the exact value but it might be twenty-one.</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate. {{verify}}<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from higher or lower [[Z-level|Z-levels]] than the target intended. [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. {{Bug|535}} The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=175106v0.34:Archery2012-07-10T21:15:30Z<p>Richards: /* Value in the Military */ It doesn't.</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate. {{verify}}<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended. [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. {{Bug|535}} The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Potter&diff=175094v0.34:Potter2012-07-10T18:15:20Z<p>Richards: Rated exceptional.</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{Skill<br />
| color = 1:1<br />
| skill = Potter<br />
| profession = [[Craftsdwarf]]<br />
| job name = [[Pottery]]<br />
| tasks =<br />
* Make clay jug<br />
* Make clay bricks<br />
* Make clay statue<br />
* Make large clay pot<br />
* Make clay crafts<br />
* Make clay hive<br />
| workshop = * [[Kiln]]<br />
* [[Magma kiln]]<br />
| attributes =<br />
* ?<br />
}}<br />
{{av}}<br />
<br />
'''Potter''' is the skill associated with the [[pottery]] [[labor]]. Potters make [[ceramic]] [[furniture]], [[container]]s, [[block|bricks]] and [[finished goods|craft items]] at the [[kiln]] or [[magma kiln]].<br />
<br />
Potter [[skill|skill level]] is used to determine the [[quality]] of the created good. If a [[glaze]] is applied it adds to the value of the final product.<br />
<br />
{{Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Wax_worker&diff=175093v0.34:Wax worker2012-07-10T18:15:06Z<p>Richards: Rated exceptional.</p>
<hr />
<div>{{Quality|Exceptional}}<br />
{{Skill<br />
| color = 1:1<br />
| skill = Wax worker<br />
| profession = [[Craftsdwarf]]<br />
| job name = [[Wax working]]<br />
| tasks =<br />
* Make wax crafts<br />
| workshop = * [[Craftsdwarf's workshop]]<br />
| attributes =<br />
* ?<br />
}}<br />
{{av}}<br />
<br />
'''Wax worker''' is the skill associated with the [[wax working]] [[labor]]. Wax workers make [[wax]] craft items at the [[craftsdwarf's workshop]].<br />
<br />
The wax working [[skill|skill level]] is used to determine the [[quality]] of the created [[finished goods|good]].<br />
<br />
{{Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174905v0.34:Archery2012-07-07T20:09:46Z<p>Richards: Reverted a few changes</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate. {{verify}}<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. {{Bug|535}} The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Workarounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. {{Bug|4530}}<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174903v0.34 Talk:Archery2012-07-07T20:06:51Z<p>Richards: /* Furthest engagement distance | Archer versus no-Archer */ cleanup</p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.<br />
<br />
==Furthest engagement distance | Archer versus no-Archer==<br />
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. <br />
----<br />
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.<br />
<br />
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.<br />
<br />
Round one : The skilled won with I think 4 dwarves to spare<br />
Round two : The skill-less team won with I think 6 dwarves to spare<br />
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, <br />
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.<br />
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor <br />
<br />
I don't think the Archery skill does anything. Feel free to test.<br />
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174902v0.34:Archery2012-07-07T20:06:13Z<p>Richards: Added verify tag; show us how you got this.</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' trait increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skills in the bowman, crossbowman or blowgunner attribute equates with greater accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; if it misses a target it will gain the same amount of experience points even as if it had been hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
Testing in 0.34.11 found that grand master marksdwarves fire 1.5 times faster than unskilled marksdwarves, given identical agility physical attributes. That is, reloading time at high skill is reduced to 66% of the unskilled reloading time. It is unknown if legendary ranks further improve firing rate. {{verify}}<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Power&diff=174866v0.34:Power2012-07-06T20:16:32Z<p>Richards: fixed link to roller</p>
<hr />
<div>{{quality|Exceptional|21:03, 26 April 2011 (UTC)}}{{av}}<br />
<br />
<br />
[[Power]] is used to drive devices that perform tasks normally done by dwarves, such as [[pump]]ing [[water]] using a [[screw pump]] or [[mill]]ing certain types of [[food]] into [[flour]] at a [[millstone]]. Power is produced by [[windmill]]s and [[water wheel]]s.<br />
==Power requirements==<br />
*[[Axle]]: (1) per tile (horizontal axles and verticle axles both)<br />
*[[Gear assembly]]: (5)<br />
*[[Millstone]]: (10)<br />
*[[screw pump]]: (10)<br />
*[[Minecart#Roller|Roller]]: (2) per roller<br />
<br />
==Power transfer==<br />
<!-- How to move power --><br />
Power can be transferred between devices using [[gear assembly|gear assemblies]] and [[axle]]s. Axles transfer power in a single direction -- north, south, east, west, up, or down. Axles are classified as "horizontal" or "vertical", with the former going north/south or east/west, and with the latter going up or down Z levels. Horizontal axles may be built individually up to 10 tiles long; if you want a longer axle, you may simply build two or more of them in a line; you don't need gear assemblies between them. Vertical axles are always placed one tile at a time.<br />
<br />
Gear assemblies take up a single tile and transfer power to any device within the six orthogonally adjacent tiles (north, south, east, west, above, below). Gear assemblies are best used for moving power through right-angles. For example, they can be built as bases for windmills to move power out sideways along an axle.<br />
<br />
Because of the high power use of gear assemblies (5), axles are more appropriate and convenient to build when transferring power across horizontal or vertical distances. An axle uses (1) power for every tile of power transfer. An axle 5 tiles long will use (5) power. Axles can be directly attached to windmills, waterwheels and screw pumps in order to provide power. For security, one can make a axle-train cross a moat by first going down the moat, across, and then up. Or perhaps a screw pump will make a floor-type security-wall for a downward axle.<br />
<br />
Devices that use power are also capable of transferring it. Adjacent screw pumps will transfer power between themselves. The only way to prevent this is to leave a tile gap between devices, or move them diagonally from each other.<br />
<br />
==Frozen Components==<br />
Machine components on ice will freeze solid. This also causes all connected components to stop working.<br />
When you look at a component using 'q' you see if the component is 'frozen'(not working because it is frozen solid) or if it's "frozen elsewhere"(not working because another component is frozen solid)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174865v0.34 Talk:Archery2012-07-06T20:04:24Z<p>Richards: </p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.<br />
<br />
==Furthest engagement distance | Archer versus no-Archer==<br />
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. <br />
<br />
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.<br />
<br />
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.<br />
<br />
Round one : The skilled won with I think 4 dwarves to spare<br />
Round two : The skill-less team won with I think 6 dwarves to spare<br />
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, <br />
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.<br />
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor <br />
<br />
I don't think the Archery skill does anything. Feel free to test.<br />
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&diff=174864v0.34:Combat skill2012-07-06T20:02:42Z<p>Richards: /* General combat skills */ yep</p>
<hr />
<div>{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}<br />
<br />
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''<br />
<br />
== General combat skills ==<br />
<br />
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.<br />
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown other than for being an indicator of how much ranged weapons are used.<br />
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.<br />
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.<br />
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.<br />
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].<br />
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.<br />
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).<br />
<br />
== Equipment skills ==<br />
<br />
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.<br />
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.<br />
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].<br />
<br />
== Weapon skills ==<br />
<br />
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. <br />
* Axeman - allows characters to use axes, great axes, and halberds more effectively.<br />
* Blowgunner - allows characters to use blowguns more effectively.<br />
* [[Bowman]] - allows characters to use bows more effectively.<br />
* [[Crossbowman]] - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.<br />
* Knife User - allows characters to use large daggers and knives more effectively.<br />
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.<br />
* Maceman - allows characters to use flails, maces, and morningstars more effectively.<br />
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).<br />
* Pikeman - allows characters to use pikes more effectively.<br />
* Spearman - allows characters to use spears more effectively.<br />
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.<br />
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water.<br />
<br />
==See also==<br />
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril<br />
<br />
<br />
{{skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174863v0.34:Archery2012-07-06T20:00:07Z<p>Richards: skill -> trait. It doesn't do anything?</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' trait increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174862v0.34 Talk:Archery2012-07-06T19:57:58Z<p>Richards: /* Furthest distance of engagement */</p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.<br />
<br />
==Furthest engagement distance Archer versus no-Archer==<br />
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. <br />
<br />
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.<br />
<br />
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.<br />
<br />
Round one : The skilled won with I think 4 dwarves to spare<br />
Round two : The skill-less team won with I think 6 dwarves to spare<br />
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, <br />
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.<br />
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor <br />
<br />
I don't think the Archery skill does anything.<br />
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174861v0.34 Talk:Archery2012-07-06T19:57:02Z<p>Richards: /* Furthest distance of engagement */ Archer skill doesn't do anything??</p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.<br />
<br />
==Furthest distance of engagement==<br />
The furthest distance of engagement is 21 tiles including the tile that the Dwarf is on. This means diagonally too. This was tested in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. <br />
<br />
I did some testing on the Archery skill versus no archery skill. There doesn't appear to be any accuracy improvement or firing speed increase.<br />
<br />
Five rounds were done with each dwarf having 100 steel arrows and an iron bow. Each team had 40 dwarfs at the furthest possible distance; 20 tiles away from each other on a pedestal. Team 1, (or skilled dwarves), had Grand Master Bowdwarf and Grandmaster Archer. Team 2, or (skill-less dwarves), only had Grand Master Bowdwarf.<br />
<br />
Round one : The skilled won with I think 4 dwarves to spare<br />
Round two : The skill-less team won with I think 6 dwarves to spare<br />
Round three : The skilled team won with 10 dwarves to spare. I gave them all full plate copper armor and grand master armor user, <br />
Round four : The skilled team won with 20 dwarves to spare. 19 tiles away same teams.<br />
Round five : The skill-less dwarves won with 15 remaining. I gave them all full plate steel armor <br />
<br />
I don't think the Archery skill does anything.<br />
--[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174859v0.34:Archery2012-07-06T18:19:17Z<p>Richards: </p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Dwarves will fire at targets 20 tiles away and are able to engage targets that are 3 z-levels up or down without any loss in firing distance.<!-- Easily tested in the Object Testing Arena, maybe Dwarf fortress will give a different result. --><br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174857v0.34 Talk:Archery2012-07-06T18:15:57Z<p>Richards: Studies done on ranged weapons</p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.<br />
<br />
==Furthest distance of engagement==<br />
Is 21 tiles, including the tile that the Dwarf is on. This also means diagonally. This was done in the object testing arena. Dwarves will also shoot at 21 tiles away from themselves from 3 z-levels up, and that's the highest that the object testing arena goes up, so it might be higher. --[[User:Richards|Richards]] 18:15, 6 July 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174856v0.34:Archery2012-07-06T17:48:32Z<p>Richards: reorganization</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The '''Archer''' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174855v0.34:Archery2012-07-06T17:47:30Z<p>Richards: </p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), which is trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The 'Archer' skill increases with the use of any ranged attack including throwing weapons.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
<br/><br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&diff=174854v0.34:Combat skill2012-07-06T17:26:56Z<p>Richards: grammar ftw</p>
<hr />
<div>{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}<br />
<br />
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''<br />
<br />
== General combat skills ==<br />
<br />
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.<br />
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown, but after being tested in the [[object testing arena]] with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy. <br />
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.<br />
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.<br />
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.<br />
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].<br />
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.<br />
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).<br />
<br />
== Equipment skills ==<br />
<br />
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.<br />
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.<br />
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].<br />
<br />
== Weapon skills ==<br />
<br />
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. <br />
* Axeman - allows characters to use axes, great axes, and halberds more effectively.<br />
* Blowgunner - allows characters to use blowguns more effectively.<br />
* [[Bowman]] - allows characters to use bows more effectively.<br />
* [[Crossbowman]] - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.<br />
* Knife User - allows characters to use large daggers and knives more effectively.<br />
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.<br />
* Maceman - allows characters to use flails, maces, and morningstars more effectively.<br />
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).<br />
* Pikeman - allows characters to use pikes more effectively.<br />
* Spearman - allows characters to use spears more effectively.<br />
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.<br />
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water.<br />
<br />
==See also==<br />
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril<br />
<br />
<br />
{{skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174853v0.34:Archery2012-07-06T17:25:16Z<p>Richards: Added blurb from the Combat skill page about the 'Archer' skill; apparently it's still a mystery.</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
The 'Archer' skill increases with the use of any ranged attack, including throwing. Its exact function is unknown. If tested in the object testing arena with two dwarves; one with no skill and one with grand master on separate pillars with bows; the grand master dwarf will shoot the skill-less dwarf with greater accuracy.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
<br/><br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174852v0.34 Talk:Archery2012-07-06T17:20:44Z<p>Richards: /* Reorganization */</p>
<hr />
<div>==Reorganization==<br />
The wiki has a lot of different ranged articles which essentially cover more than one topic. Crossbowman/Bowman/Marksdwarf is one article. Crossbow/Bow is one article, Quiver and misc. military equipment is one article and then there's Ammunution, Hunter and Ranger, Weapons, and Combat skill. Bows have [[bowman]] as a skill although crossbows have crossbowman or marksdwarf as a skill but they're too similar in practice to warrant two different pages. The article for the [[Crossbow]] item has a nice detailed exposition, and in the 40d version it used to encompass the quiver item, but it also essentially covers the bow item as well although there's not much mention of bow materials/weights and if they're different which might be nice if someone would pull that out of the raws<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --updated [[User:Richards|Richards]] 13:19, 6 July 2012 (UTC)<br />
<br />
I'd like to hear some ideas.</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Crossbowman&diff=174851v0.34:Crossbowman2012-07-06T17:14:31Z<p>Richards: added mention to bows</p>
<hr />
<div>{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}<br />
Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.<br />
<br />
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]]. Functionally, bows work by the same laws.<br />
<br />
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.<br />
<br />
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts. Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill. (See [[Ambusher]] for more details.)<br />
<br />
==Training==<br />
Higher skill levels grant better accuracy and a higher rate of fire. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.<br />
<br />
==See also==<br />
[[Archery]]<br />
<br />
{{Skills}}<br />
{{Category|Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Archery&diff=174850v0.34 Talk:Archery2012-07-06T17:10:05Z<p>Richards: Cleanup</p>
<hr />
<div>==Reorganization==<br />
The wiki is a mess when it comes to ranged archery articles... there's [[crossbow]], [[crossbowman]], [[ammunition]], which solely applies to personal ranged weapon ammunition, no mention much at all on the [[weapon]]s page about blowguns, although the page in 40d had some mention on them, it's not apparently clear that bows are essentially the same thing as crossbows in terms of combat. Bows have [[bowman]].<br />
<br />
[[Crossbowman]] and [[Bowman]] are too similar in practice. [[Crossbow]] has a nice detailed exposition, and it used to also encompass quiver, but it could be amalgamated under crossbowman and fleshed out.<br />
<br />
I think separately [[Bowman]] and [[Crossbowman]], and [[quiver]] with [[crossbow]] could be put together in one article such as having all the military trades which use ranged weapons in one article and all the equipment that revolves around archery in one article with the ammunition page as an offshoot.<br />
<br />
Archer, or [[Archery]] should be the main page which all references to the skill ''in general'' should link to as it has all the links to articles which deal with the skill.<br />
<br />
Keep articles like:<br />
*[[Archery]]<br />
:*''Links to all archery-based articles.'' --[[User:Richards|Richards]] 00:45, 14 June 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Ambusher&diff=174849v0.34:Ambusher2012-07-06T17:07:25Z<p>Richards: </p>
<hr />
<div>{{Quality|Exceptional|10:50, 12 July 2010 (UTC)}}<br />
{{Skill<br />
| color = 2:0<br />
| skill = Ambusher<br />
| specialty = Hunter<br />
| profession = [[Ranger]]<br />
| job name = [[Hunting]]<br />
| tasks =<br />
* Hunt<br />
| attributes =<br />
* Agility<br />
* Focus<br />
* Spatial Sense<br />
* Kinesthetic Sense<br />
}}<br />
{{av}}<br />
<br />
[[Dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey using their crossbow.<br />
<br />
Since hunting is employed by players with varying success and your military will go after any game that looks at them funny anyway, you might be better off doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more convenient, to ''stop'', too. One must remove the hunting labor from the hunter to get them to stop.<br />
<br />
<br />
==Caveats==<br />
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.<br />
<br />
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or worse. That said, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers. <br />
<br />
Hunters using crossbows must have a [[quiver]] to hold their bolts. Due to this change of behavior in version 0.31.x, the standard load for embarking now includes 3 quivers.<br />
<br />
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.<br />
<br />
Ten novice hunters working together can take down even very large, very fast animals.<br />
<br />
A highly skilled and agile hunter will be able to single-handedly take down nearly anything.<br />
<br />
== Adventurer mode ==<br />
In [[adventurer mode]], ambusher skill is gained by moving around while {{key|S}}neaking, during which hostile [[creatures]] will not target you. Sneak mode remains active until toggled off, until detected by an enemy, or during sleep and fast travel (so it's impossible to sneak against a random encounter.) At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill, and it's possible to sneak at full movement rate. Chance of detection is also reduced, and a more skilled ambusher can remain in close combat for longer without being detected. The yellow announcement text "You have been spotted!" indicates that sneak mode is no longer active against any hostiles in range.<br />
<br />
== Hunting ==<br />
A hunter picks a mark at random, which he then pursues. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.<br />
<br />
Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.<br />
<br />
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]]. A hunter may kill other [[creatures]] that are closer to them than the fleeing mark he is intent on catching. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ([[corpse|corpses]] count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.<br />
<br />
A hunter armed with a [[crossbow]] will increase his [[Marksman|marksdwarf]], ambusher and [[archery]] [[skill|skills]].<br />
<br />
After a period of time, most hunters will eventually cause the extinction of the wild animals in the biomes where your fort is located. There are two ways to prevent this. The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. Another method is to capture the wild animals, breed them, and then either release them back into the biome or hunt the offspring.<br />
<br />
==Postprocessing==<br />
Hunters will drop carcasses directly into the [[butcher's shop]]. A [[butcher]] will then take over and process the game animal to create many [[butcher's shop|byproducts]]. If your butcher is not fast enough, a hauler may take the corpse from the butcher's shop and put it in the refuse [[stockpile]], your butcher will have to haul it back before he can process it. Eventually, the butcher's shop may become [[clutter|cluttered]] if it fills up with too many byproducts. Clutter slows down butching speed which may lead to corpses rotting while waiting to be butchered. Rotten non-sentient corpses and skeletons can be processed, but will not yield meat, fat or raw hides. Rotten corpses and some byproducts will create [[miasma]] if left to rot underground.<br />
<br />
==Dogs==<br />
You can assign [[Dog#Hunting_Dogs|hunting dogs]] to your [[hunter|hunters]], which can sneak alongside their masters and attack the hunter's prey. You can also assign [[Dog#War_Dogs|War dogs]], which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.<br />
<br />
== Weapons and Tactics ==<br />
You should consider training hunters in wrestling in order for them to defend themselves. Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[Weapon skill|hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of [[bolt|bolts]]. Without bolts assigned, he must fight with the butt of the crossbow, which functions similarly to a [[Dwarven_weapon#War_hammer|hammer]].<br />
<br />
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.<br />
<br />
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.<br />
<br />
== Free equipment ==<br />
Any [[immigration|immigrating]] hunters will receive a full set of proper equipment.<br />
<br />
==See also==<br />
[[Archery|Archer]]<br />
<br />
==Bugs==<br />
*Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow, and assigned ammo, he may not have the ''right'' bow. Disable his hunting skill so he stockpiles his equipment, then re-enable hunting when he's done.<br />
<br />
{{Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Skill&diff=174848v0.34:Skill2012-07-06T17:06:00Z<p>Richards: Added link to the combat skill page for completeness.</p>
<hr />
<div>{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}<br />
'''See also [[Combat skill]]<br />
<br />
'''Skills''' are used by dwarves to accomplish almost every task. Higher skills allow dwarves to accomplish tasks more quickly, but also more effectively (for example, mining and crafting). Using a skill will grant '''[[experience]]''' in that skill, allowing the dwarf to reach higher skill levels.<br />
<br />
Skills become '''rusty''' and eventually '''very rusty''' after a certain period of time. The exact effects of this are unknown, but skills remaining at "very rusty" for prolonged periods of time will gradually suffer '''permanent''' experience loss.<br />
<br />
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types: {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.<br />
<br />
Skill levels are as follows:<br />
<br />
:*Dabbling<br />
:*Novice<br />
:*Adequate<br />
:*Competent<br />
:*Skilled<br />
:*Proficient<br />
:*Talented<br />
:*Adept<br />
:*Expert<br />
:*Professional<br />
:*Accomplished<br />
:*Great<br />
:*Master<br />
:*High Master<br />
:*Grand Master<br />
:*Legendary<br />
<br />
==Skill penalties==<br />
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of [[aluminum]] [[statue]]s if your [[blacksmith]] is famished and hollow-eyed from lack of sleep.<br />
<br />
==Skills==<br />
<br />
{| style="margin: 0 auto"<br />
|-<br />
| valign='top' |<br />
<br />
{{Skill Box|Miner|7:0|7:0|<br />
* [[Miner]]<br />
}}<br />
<br />
{{Skill Box|[[Woodworker]]|6:1|6:1|<br />
* [[Bowyer]]<br />
* [[Carpenter]]<br />
* [[Wood cutter]]<br />
}}<br />
<br />
{{Skill Box|[[Stoneworker]]|7:1|7:1|<br />
* [[Engraver]]<br />
* [[Mason]]<br />
}}<br />
<br />
{{Skill Box|[[Ranger]]|2:0|2:0|<br />
* [[Ambusher]]<br />
* [[Animal caretaker]]<br />
* [[Animal dissector]]<br />
* [[Animal trainer]]<br />
* [[Trapper]]<br />
}}<br />
<br />
{{Skill Box|[[Doctor]]|5:0|5:0|<br />
* [[Bone doctor]]<br />
* [[Crutch-walker]]<br />
* [[Diagnostician]]<br />
* [[Surgeon]]<br />
* [[Suturer]]<br />
* [[Wound dresser]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Farmer]]|6:0|6:0|<br />
* [[Beekeeper]]<br />
* [[Brewer]]<br />
* [[Butcher]]<br />
* [[Cheese maker]]<br />
* [[Cook]]<br />
* [[Dyer]]<br />
* [[Grower]]<br />
* [[Herbalist]]<br />
* [[Lye maker]]<br />
* [[Milker]]<br />
* [[Miller]]<br />
* [[Potash maker]]<br />
* [[Presser]]<br />
* [[Shearer]]<br />
* [[Soaper]]<br />
* [[Spinner]]<br />
* [[Tanner]]<br />
* [[Thresher]]<br />
* [[Wood burner]]<br />
}}<br />
<br />
{{Skill Box|[[Fishery worker]]|1:0|1:0|<br />
* [[Fish cleaner]]<br />
* [[Fish dissector]]<br />
* [[Fisherdwarf]]<br />
}}<br />
<br />
{{Skill Box|[[Metalsmithing|Metalsmith]]|0:1|0:1|<br />
* [[Armorsmith]]<br />
* [[Furnace operator]]<br />
* [[Metal crafter]]<br />
* [[Blacksmith|Metalsmith]]<br />
* [[Weaponsmith]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Jeweler]]|2:1|2:1|<br />
* [[Gem cutter]]<br />
* [[Gem setter]]<br />
}}<br />
<br />
{{Skill Box|[[Craftsdwarf]]|1:1|1:1|<br />
* [[Bone carver]]<br />
* [[Clothier]]<br />
* [[Glassmaker]]<br />
* [[Glazer]]<br />
* [[Leatherworker]]<br />
* [[Potter]]<br />
* [[Stone crafter]]<br />
* [[Strand extractor]]<br />
* [[Wax worker]]<br />
* [[Weaver]]<br />
* [[Wood crafter]]<br />
}}<br />
<br />
{{Skill Box|[[Engineer]]|4:1|4:1|<br />
* [[Mechanic]]<br />
* [[Pump operator]]<br />
* [[Siege engineer]]<br />
* [[Siege operator]]<br />
}}<br />
<br />
{{Skill Box|Other Jobs|3:0|3:0|<br />
* [[Alchemy|Alchemist]]<br />
* [[Knapper]]<br />
* [[Swimmer]]<br />
}}<br />
<br />
{{Skill Box|[[Administrator]]|5:0|5:0|<br />
* [[Appraiser]]<br />
* [[Building designer]]<br />
* [[Organizer]]<br />
* [[Record keeper]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|[[Military]]|0:1|0:0|<br />
* [[Archer]]<br />
* [[Armor user]]<br />
* [[Axeman]]<br />
* [[Biter]]<br />
* [[Blowgunner]]<br />
* [[Bowman]]<br />
* [[Crossbowman]]<br />
* [[Dodger]]<br />
* [[Fighter]]<br />
* [[Hammerman]]<br />
* [[Kicker]]<br />
* [[Knife user]]<br />
* [[Lasher]]<br />
* [[Maceman]]<br />
* [[Misc. object user]]<br />
* [[Pikeman]]<br />
* [[Shield user]]<br />
* [[Spearman]]<br />
* [[Striker]]<br />
* [[Swordsman]]<br />
* [[Thrower]]<br />
* [[Wrestler]]<br />
}}<br />
<br />
{{Skill Box|[[Broker]]|3:0|3:0|<br />
* [[Comedian]]<br />
* [[Conversationalist]]<br />
* [[Flatterer]]<br />
* [[Intimidator]]<br />
* [[Judge of intent]]<br />
* [[Liar]]<br />
* [[Negotiator]]<br />
* [[Persuader]]<br />
}}<br />
<br />
| valign='top' |<br />
<br />
{{Skill Box|Miscellaneous|3:0|3:0|<br />
* [[Concentration]]<br />
* [[Consoler]]<br />
* [[Leader]]<br />
* [[Observer]]<br />
* [[Pacifier]]<br />
* [[Reader]]<br />
* [[Student]]<br />
* [[Teacher]]<br />
}}<br />
<br />
{{Skill Box|Unused|3:0|3:0|<br />
* [[Balance]]<br />
* [[Coordination]]<br />
* [[Discipline]]<br />
* [[Druid]]<br />
* [[Military tactics]]<br />
* [[Poet]]<br />
* [[Speaker]]<br />
* [[Tracker]]<br />
* [[Wordsmith]]<br />
* [[Writer]]<br />
}}<br />
|}<br />
<br />
==Skills, Attributes and Traits==<br />
*'''Skills''': <br />
**are trained by being used in some activity.<br />
**train '''[[attribute]]s'''.<br />
**the same [[attribute]] can be trained by various skills.<br />
**it's assumed that the skills also use some of the [[attribute]]s that they train.<br />
**certain skills are required or important for certain [[noble]], [[military]] and civilian professions.<br />
**certain professions require several skills.<br />
**the same skill can be used by various professions.<br />
**are increased by [[Preferences]], but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.<br />
<br />
*'''[[Personality trait|Traits]]''':<br />
**cannot be modified in-game.{{verify}}<br />
**affect which [[social skill]]s gain experience ''(if the dwarf has X trait it will not gain experience in X skill)'' at all.<br />
**have other in-game effects that can be useful for certain professions.<br />
**give [[thought]]s when performing certain activities.<br />
<br />
To summarize it goes like this:<br />
Trait --> Skill <--> Attribute<br />
| ^<br />
v |<br />
effect |<br />
| v<br />
'--> Profession<br />
<br />
Since the same skills can be used by various professions, and the same [[attribute]]s are trained by various skills, this allows for [[cross-training]].<br />
<br />
Being [[Personality trait|traits]] the unmodifiable{{verify}}, limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:<br />
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:<br />
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.<br />
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:<br />
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.<br />
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174846v0.34:Archery2012-07-06T16:55:56Z<p>Richards: Added ranger</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
<br/><br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]] -- [[Ranger]]<br />
<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br/><br />
*[[Combat skill]]<br/><br />
*[[Weapon]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174844v0.34:Archery2012-07-06T16:50:36Z<p>Richards: touchup</p>
<hr />
<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon. It is also the military skill, (Archer), trained alongside the [[marksdwarf]] skill in Dwarf Fortress.<br />
<br />
In terms of weapons this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
<br/><br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]]<br />
<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Ammunition&diff=174843v0.34:Ammunition2012-07-06T16:43:04Z<p>Richards: </p>
<hr />
<div>{{quality|Fine|08:31, 8 May 2012 (UTC)}}{{av}}<br />
<br />
'''Ammunition''' is fired from ranged [[weapon]]s such as crossbows and blowguns, and is stored in ammunition [[stockpile]]s, sometimes in quivers. Ammunition may also refer to the [[stone]]s and [[ballista]] arrows fired from siege engines; for more information about these weapons, see the [[siege engine]] article.<br />
<br />
Ammunition for foreign weapons like bows and blowguns is also considered foreign and cannot be manufactured in the fortress.<br />
<br />
All ammunition has the "EDGE" attack type, this means that sharper [[metal]] or other sharp [[material]]s are better for ammunition purposes. As projectiles, however, ammunition is also affected by the density of the material and the volume of the individual arrow, bolt, or dart.<br />
<br />
When a dwarf with [[bolt]]s or [[arrow]]s stuck in his or her body gets his or her wounds treated, the ammo will be dropped in the Hospital bed.<br />
<br />
==Ammunition table==<br />
<br />
There are three types of ammunition in Dwarf Fortress: bolts, arrows, and blowdarts, each fired from a different weapon.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Contact Area<br />
! Penetration<br />
! Skill Used<br />
! Craftable<br />
! Used by<br />
|-<br />
| [[Bolt]] (Crossbow)<br />
| 150<br />
| 2<br />
| 2000<br />
| Crossbowman<br />
| Yes ([[Weaponsmith|metal]], [[Wood crafter|wood]], [[Bone carver|bone]])<br />
| [[Dwarf]], [[Goblin]], [[Human]]<br />
|-<br />
| [[Arrow]] (Bow)<br />
| 150<br />
| 2<br />
| 2000<br />
| Bowman<br />
| No<br />
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]<br />
|-<br />
| Blowdart (Blowgun)<br />
| 20<br />
| 1<br />
| 50<br />
| Blowgunner<br />
| No<br />
| <br />
|}<br />
<br />
== Effectiveness ==<br />
Ammunition made of different [[material]]s have a different level of effectiveness, depending on the situation. Likely factors in this is the [[weight]] of the ammunition, and the strength of the material in edge combat. The type of ammunition and the weapon used to fire the ammunition also have an effect on the potential damage possible.<br />
<br />
==See also==<br />
[[Archery]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Crossbowman&diff=174842v0.34:Crossbowman2012-07-06T16:42:09Z<p>Richards: </p>
<hr />
<div>{{quality|Exceptional|14:12, 10 June 2012 (UTC)}}{{av}}<br />
Dwarves or other creatures armed with [[crossbow]]s, or bows, can pierce targets from a long distance. A dwarf '''crossbowman''', or marksdwarf, will usually open fire at a distance of 20 tiles or so from their target, but a bolt may travel 30 or more tiles. Note that a difference in height (z-levels) ''hurts'' range, rather than helping it.<br />
<br />
While doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure, instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]], but works well against most other creatures. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].<br />
<br />
A marksdwarf who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.<br />
<br />
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and a quiver with 30-40 bolts. Immigrating [[ranger]]s often arrive with marksdwarf skill, but will only bring a crossbow and bolts if they also have [[ambusher]] skill. (See [[Ambusher]] for more details.)<br />
<br />
==Training==<br />
Higher skill levels grant better accuracy and a higher rate of fire. Increasing the crossbowman skill requires firing upon a target (hitting is not required), with "live targets" granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired (~7.5 [[experience]]/shot) in practice vs. 17 bolts fired (30 [[experience]]/shot) against live enemies in order to achieve novice rank.<br />
<br />
==See also==<br />
[[Archery]]<br />
<br />
{{Skills}}<br />
{{Category|Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Crossbow&diff=174841v0.34:Crossbow2012-07-06T16:39:38Z<p>Richards: </p>
<hr />
<div>{{quality|Masterwork|04:05, 6 May 2012 (UTC)}}<br />
{{av}}<br />
<br />
:''See [[Weapon]] for a general overview of weapons and related information.''<br />
'''Crossbows''' are the only native ranged [[weapon]] available to dwarves (although one can also acquire blowguns and bows through trading or looting of failed [[siege]]s). While more difficult to set up than melee weapons, crossbows have the distinct advantage of allowing dwarves to fight at range, often killing enemies before they can enter melee distance. They are thus an excellent support weapon, especially if you have already filled out your <s>meat shields</s> melee squad(s).<br />
<br />
== Production ==<br />
Crossbows can be made from a variety of materials, be they [[wood]], [[bone]] or [[metal]]. Wooden and bone crossbows are made at a dedicated [[bowyer's workshop]] using the [[bowyer]] skill, whereas metal crossbows are made at a [[metalsmith's forge]] using the [[weaponsmithing]] skill. Crossbows fire [[bolt]]s, which can be made in [[stack]]s of 25 (for wood and metal) or 5 (for bones) of the same materials; wooden and bone bolts are made at a [[craftsdwarf's workshop]], and metal bolts are made at a metalsmith's forge.<br />
<br />
== Ranged combat ==<br />
Crossbows fire [[bolt]]s as their [[ammunition]], and will engage targets up to 20 tiles away, including firing down z-levels. Fired bolts may miss the target and fly a bit further than intended, potentially striking another foe or even a friendly soldier on the other side. <br />
<br />
The material that the crossbows are made of are irrelevant to ranged combat, where the [[quality]] of the craftsmanship and [[skill]] of the marksdwarf determine accuracy, and the quality and material of the [[bolt]]s themselves (metal being better then bone being better than wood) determines damage. If you are confident your melee soldiers can keep your marksdwarves safe from melee engagements and have a skilled [[bowyer]], then easily-produced, high-quality wooden or bone crossbows are excellent equipment for your marksdwarves.<br />
<br />
As can be expected, targets that are stationary are much easier to hit then those that are moving. Since marksdwarves can down targets at range, they do a much better job taking down fleeing thieves and goblin ambushes that your regular soldiers might not be able to catch.<br />
<br />
== Melee combat ==<br />
Nonetheless, marksdwarves that are approached by enemies will engage in melee combat with them, using the butt of their crossbows like [[Hammerman|hammers]]. Because of this it is useful to [[cross-training|cross-train]] your dwarves with hammering skill, so that they will be better able to stand their ground in a fight, but a marksdwarf fighting a similarly armed and armored enemy with a melee weapon will usually lose either way.<br />
<br />
The denser the material, the more damage a crossbow butt-strike will do in melee combat. Metal, specifically copper with its SOLID_DENSITY of 8930, performs the best and wood the worst. This can actually be exploited when creating your [[fortress guard]]; equipping your soldiers with light wooden crossbows will reduce the severity of the [[Justice#Punishments|beatings]] they deliver while still allowing them to pincushion enemy soldiers with masterwork steel bolts.<br />
<br />
== Logistics ==<br />
Crossbows require bolts to fire, otherwise they are tantamount to useless. Bolts are typically carried in [[Equipment#Quivers|quivers]], which can be made of leather via [[leatherworking]], or of cloth/silk, obtainable via [[caravan]].<br />
<br />
When fired, one of two things will happen: either the bolt will shatter on impact with the ground or the target, or it will stay whole and, when all's said and done, be retrievable. This is a bit difficult, however, as fired bolts are automatically [[forbidden]] by default; in the [[orders]] screen, under [F]orbid, you can change it so that fired ammunition is automatically claimed. Otherwise, the easiest way to reclaim spent ammunition is to go to them in the [[stocks]] screen and unforbid them.<br />
<br />
Military barracks for [[Soldier#Marksdwarves|marksdwarves]] require [[archery target]]s for training. Bolts will be a constant demand from a training marksdwarf squad; it is recommended to create a large stock of wooden bolts for training purposes, and reserve metal bolts for actual combat use.<br />
<br />
== Hunting ==<br />
[[Ambusher|Hunters]] use crossbows when hunting; [[migrant]] hunters automatically arrive with a free crossbow and a small number of bolts, and hunters will automatically pick one up from your ammunition stockpile when they go hunting, as well as the necessary [[quiver]] and [[bolt]]s. Hunters have a special [[Military_interface#Ammunition|section]] in the military screen, from which you can modify their ammunition allotment. Disabling the hunting labor will cause them to drop their weapon and equipment at the nearest applicable stockpile, and is absolutely necessary if you have embarked in a particularly [[evil|fun]] location. Hunters usually give up on hunting if they run out of carried ammunition.<br />
<br />
==Bugs==<br />
* If squad is assigned multiple ammo types, dwarves with "individual choice ranged" carry wrong ammo{{bug|1374}}.<br />
* Crossbows can regularly pierce even adamantine armor with wooden bolts. Copper and other low-grade metals can do so virtually every time.{{bug|5516}}<br />
{{Category|Weapons}}<br />
{{Category|Military}}<br />
<br />
=See Also=<br />
[[Crossbowman]]<br/><br />
[[Archery]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Weapon&diff=174840v0.34:Weapon2012-07-06T16:38:30Z<p>Richards: /* Types of weapons */ Minor note, blowguns cannot be used currently</p>
<hr />
<div>{{quality|Exceptional|02:06, 17 May 2012 (UTC)}}{{av}}<br />
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''<br />
<br />
A '''weapon''' in the sense described on this page is any object specifically designed to be wielded in the pursuit of bodily harm to others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons) using a single bar of metal, a [[bowyer's workshop]] (wooden and bone crossbows), or a [[craftsdwarf's workshop]] ([[obsidian]] short swords).<br />
<br />
== Basics ==<br />
=== Native vs. foreign ===<br />
Weapons fall into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans. These cannot be reliably produced by your dwarves, and may use skills they are unfamiliar with. It is also impossible to buy them in bulk, and considering they are of variable quality and material and usually quite expensive, they are rarely worth it, except when they are products of [[strange mood]]s (see strange moods, below). Since they are bread-and-butter for other nations, it is important to understand their properties when you have to fight enemies wielding them.<br />
<br />
=== Types of weapons ===<br />
{{main|Attack types}}<br />
One can divide weapons in dwarf fortress into three categories. The first is slashing weapons, like the shortsword and battle axe. These weapons work by concentrating their force along a blade, allowing them to make gashes in or completely sever body parts, and given the opportunity, make the quickest work of their foes. They are far less effective against armored targets, however, as armor will block most hits and convert them into weaker blunt damage.<br />
<br />
The second is piercing weapons, like the spear and foreign pike. These weapons work by concentrating their force at a point, allowing them to punch through armor and damage internal organs, often getting stuck and giving their wielder further leverage on the target. Note that ranged weapons - [[crossbow]]s, bows, and blowguns, (blowguns cannot be used as a ranged weapon currently), - are effectively piercing weapons with range to them. When used in melee, these weapons function like weaker war hammers.<br />
<br />
The third is crushing weapons, like the war hammer and mace. These weapons work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - dwarves have a habit of breaking every bone in their opponent's body before moving on to the next target - but are the most effective weapons against heavy and heavily armored foes which shrug off damage more easily.<br />
<br />
There's also training weapons. Training weapons are all wooden, and all made at the [[Carpenter's workshop|carpenter's workshop]]. Training axes, spears, and short swords can be constructed in dwarf fortress mode. They used to be useful for avoiding sparring injuries, but since dwarves sparring generally do not carry that risk, they are mostly useless, except in [[danger room]]s.<br />
<br />
=== Types of targets ===<br />
One can divide the types of foes you will meet into three categories. The first is organic and unarmored (or poorly armored) enemies, like [[thief|thieves]], non-sentient [[creature]]s (be it local wildlife or siege mounts), [[semi-megabeast]]s and [[megabeast]]s besides the [[bronze colossus]]. Weapons that deal slashing damage work best and quickest against these types of enemies, severing whole body parts and leaving them severely incapacitated.<br />
<br />
The second is organic and armored enemies, like [[ambush]]ers and [[siege]]rs. The way [[armor]] works, slashing blows that are countered by a piece of armor are converted into generally less effective blunt damage; the best damage against these kinds of enemies are piercing weapons, which punch through armor and damage their internal organs, incapacitating them and allowing the wielder to finish them off. Crushing weapons work as well, although they are slower.<br />
<br />
The third and most dangerous types of enemies are inorganic enemies (or ones that [[Giant cave spider|don't feel pain]]), which are [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, and [[HFS|hidden fun stuff]]. These enemies ''have'' no internal organs, and depending on the material they are made of, may be very difficult to slash at (although a forgotten beast made of, for instance, mud is laughably easy to kill). Against these enemies, crushing weapons are the best, because they can chip at their foes until they collapse from cumulative damage.<br />
<br />
=== Weapon skill ===<br />
{{main|Combat skill#Weapon skill}}<br />
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.<br />
<br />
Once a dwarf has reached "Great" skill in a certain weapon, they become weapon lords for that specific weapon. They are listed as such on the [[status]] screen, will love fighting, and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shieldless, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].<br />
<br />
=== Attachment ===<br />
A dwarf that has has used a particular weapon for a long time will grow attached to it, and be very unhappy if you take it away. This is fine if they are wielding a ☼Steel Mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s.<br />
<br />
In addition, dwarves that reach a certain number or level of kills with a weapon will name it. This prompts a major announcement, and usually happens after a dwarf manages to put down something significant &mdash; a forgotten beast for instance. Only the last shot counts for the [[kill list|kill]]. Once named, the weapon will appear in the artifact list, albeit in blue.<br />
<br />
=== Quality and strange moods ===<br />
The quality of a weapon has a significant (and currently poorly understood) impact on its combat performance, as well as being significantly more valuable.<br />
{{v0.31:Item quality/Table}}<br />
<br />
Weaponsmithing is a moodable profession, which means that you can get [[artifact]] weapons. This is a bit of a mixed bag: although a legendary [[armorsmith]], [[engraver]], or [[stone crafter]] would be more useful, it's certainly better then a legendary [[mechanic]]. Artifact weapons have a 3x combat bonus, but do ''not'' have to be made of logical materials; ordinarily a [[rainbow trout]] [[bone]] spear is impossible, but a moody dwarf can create one with a single bone. Thus artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion.<br />
<br />
Dwarves in strange moods are not held to producing native weapons, and in fact often don't, as the number of foreign weapons outnumbers the natives. In the case where they create a valuable and battle-worthy foreign weapon (like a steel two-handed sword), it's worth it to manually go through your dwarves to find someone who can best utilize it, and assign it to him. See the caveats of foreign weapons however, discussed below.<br />
<br />
=== Weapons as tools ===<br />
[[Hunter]]s use crossbows, [[Wood cutter]]s use battle axes, and [[miner]]s use picks. They must be in possession of these items to do their jobs, and it's as simple as that.<br />
<br />
=== Ammunition ===<br />
:''Main article: [[Ammunition]]''<br />
<br />
Crossbows and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to get them to retreat once they run out of ammo &mdash; crossbows are for shooting, not bashing.<br />
<br />
=== Secondary weapons ===<br />
Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.<br />
<br />
See [http://www.bay12forums.com/smf/index.php?topic=112008.0 this forum post] for details.<br />
<br />
== Weapons ==<br />
=== Native weapons ===<br />
{| class="wikitable" border="border"<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Hands Used<br />
! [[Weaponsmith|Metal]]<br />
! [[Bowyer|Wood]]<br />
! [[Bowyer|Bone]]<br />
! [[Stone crafter|Obsidian]]<br />
|- valign="top"<br />
|rowspan="3"| Battle Axe<br />
|rowspan="3"| 800<br />
| Hack || Edge || 40000 || 6000 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Multigrasp?<br />
|rowspan="3"| Yes<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|rowspan="3"| No<br />
|-<br />
| Flat slap || Blunt || 40000 || (6000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1x<br />
|-<br />
| Crossbow (Melee)<br />
| 400<br />
| Bash || Blunt || 10000 || (4000) || 1.25x<br />
| Hammer<br />
| Singlegrasp?<br />
| Yes<br />
| Yes<br />
| Yes<br />
| No<br />
|-<br />
| Mace<br />
| 800<br />
| Bash || Blunt || 20 || (200) || 2.0x<br />
| Mace<br />
| Singlegrasp<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|-<br />
| Pick (foreign)<br />
| 500<br />
| Strike || Edge || 100 || 4000 || 2.0x<br />
| Mining<br />
| Singlegrasp<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|- valign="top"<br />
|rowspan="4"| Short Sword<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25x<br />
|rowspan="4"| Sword<br />
|rowspan="4"| Singlegrasp<br />
|rowspan="4"| Yes<br />
|rowspan="4"| No<br />
|rowspan="4"| No<br />
|rowspan="4"| Yes<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Spear<br />
|rowspan="2"| 400<br />
| Stab || Edge || 20 || 10000 || 1.0x<br />
|rowspan="2"| Spear<br />
|rowspan="2"| Singlegrasp<br />
|rowspan="2"| Yes<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|rowspan="2"| No<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25x<br />
|-<br />
| War Hammer<br />
| 400<br />
| Bash || Blunt || 10 || (200) || 2.0x<br />
| Hammer<br />
| Singlegrasp<br />
| Yes<br />
| No<br />
| No<br />
| No<br />
|}<br />
<br />
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.<br />
<br />
=== Details ===<br />
*If you find your dwarves wearing more than one weapon -- or any unwanted [[armor]], for that matter -- one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least "left-handedness" seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. <br />
* Using weapons is much more effective than unarmed combat -- an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. <br />
** Larger weapons with more heft tend to do more damage. How damage is calculated is currently not fully understood, and this is an area requiring more research.<br />
* The size for a weapon is its volume in cm<sup>3</sup>.<br />
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.<br />
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks -- indicated by numbers in parentheses). Large contact areas combined with low penetration represent slashing attacks, while small contact areas with high penetration behave as piercing attacks.<br />
* The velocity seems to adjust the amount of actual force used during the attack (otherwise based on the size of the weapon, the material from which the weapon is made, and the strength of the wielder) - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).<br />
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a bowyer's workshop. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith. <br />
<br />
=== Training weapons ===<br />
All training weapons must be made of [[wood]] at the [[carpenter's workshop]].<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
|- valign="top"<br />
|rowspan="3"| Training Axe<br />
|rowspan="3"| 800<br />
| Hack || Blunt || 30000 || (6000) || 1.25x<br />
|rowspan="3"| Axe<br />
|-<br />
| Flat slap || Blunt || 30000 || (6000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
|rowspan="4"| Training Sword<br />
|rowspan="4"| 300<br />
| Slash || Blunt || 20000 || (4000) || 1.25x<br />
|rowspan="4"| Sword<br />
|-<br />
| Stab || Blunt || 50 || (2000) || 1.0x<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Training Spear<br />
|rowspan="2"| 400<br />
| Stab || Blunt || 200 || (10000) || 1.0x<br />
|rowspan="2"| Spear<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25x<br />
|}<br />
<br />
=== Foreign weapons ===<br />
Using any multigrasp weapon in a single hand (ie. with a shield in the other hand) gives you a disability to hit. Do not equip two-handed swords with a shield, for instance.<br />
<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Size<br />
! Attack<br />
! [[Attack type]]<br />
! Contact Area<br />
! Penetration<br />
! Velocity<br />
! Skill Used<br />
! Used by<br />
! Hands Used<br />
|- valign="top"<br />
|rowspan="4"| 2H Sword<br />
|rowspan="4"| 900<br />
| Slash || Edge || 100000 || 8000 || 1.25x<br />
|rowspan="4"| Sword<br />
|rowspan="4"| [[Goblin]], [[Human]]<br />
|rowspan="4"| Multigrasp<br />
|-<br />
| Stab || Edge || 50 || 4000 || 1.0x<br />
|-<br />
| Flat slap || Blunt || 100000 || (8000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
| Blowgun (Melee)<br />
| 150<br />
| Bash || Blunt || 10000 || (4000) || 1.25x<br />
| Sword<br />
| Subterranean animal peoples<br />
| Singlegrasp?<br />
|- valign="top"<br />
| Bow (Melee)<br />
| 300<br />
| Bash || Blunt || 10000 || (4000) || 1.25x<br />
| Sword<br />
| [[Elf]], Goblin, Human, [[Kobold]]<br />
| Singlegrasp?<br />
|- valign="top"<br />
| Flail<br />
| 500<br />
| Bash || Blunt || 200 || (4000) || 2.5x<br />
| Mace<br />
| Goblin, Human<br />
| Singlegrasp<br />
|- valign="top"<br />
|rowspan="3"| Great Axe<br />
|rowspan="3"| 1300<br />
| Hack || Edge || 60000 || 8000 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Goblin, Human<br />
|rowspan="3"| Multigrasp<br />
|-<br />
| Flat slap || Blunt || 60000 || (8000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
|rowspan="3"| Halberd<br />
|rowspan="3"| 1200<br />
| Slash || Edge || 20000 || 8000 || 1.25x<br />
|rowspan="3"| Axe<br />
|rowspan="3"| Goblin, Human<br />
|rowspan="3"| Multigrasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Shaft bash || Blunt || 20000 || (6000) || 1.25x<br />
|- valign="top"<br />
|rowspan="3"| Dagger (Large)<br />
|rowspan="3"| 200<br />
| Slash || Edge || 1000 || 800 || 1.25x<br />
|rowspan="3"| Dagger<br />
|rowspan="3"| Goblin, Kobold<br />
|rowspan="3"| Singlegrasp<br />
|-<br />
| Stab || Edge || 5 || 1000 || 1.0x<br />
|-<br />
| Pommel strike || Blunt || 20 || (600) || 1.0x<br />
|- valign="top"<br />
|rowspan="4"| Long Sword<br />
|rowspan="4"| 700<br />
| Slash || Edge || 60000 || 6000 || 1.25x<br />
|rowspan="4"| Sword<br />
|rowspan="4"| Elf, Goblin, Human<br />
|rowspan="4"| Singlegrasp<br />
|-<br />
| Stab || Edge || 50 || 3000 || 1.0x<br />
|-<br />
| Flat slap || Blunt || 60000 || (6000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 100 || (1000) || 1.0x<br />
|- valign="top"<br />
| Maul<br />
| 1300<br />
| Bash || Blunt || 100 || (6000) || 2.0x<br />
| Hammer<br />
| Goblin, Human<br />
| Multigrasp<br />
|- valign="top"<br />
|rowspan="2"| Morningstar<br />
|rowspan="2"| 500<br />
| Bash || Edge || 10 || 500 || 2.0x<br />
|rowspan="2"| Mace<br />
|rowspan="2"| Goblin, Human<br />
|rowspan="2"| Singlegrasp<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0x<br />
|- valign="top"<br />
|rowspan="2"| Pike<br />
|rowspan="2"| 800<br />
| Stab || Edge || 20 || 12000 || 1.0x<br />
|rowspan="2"| Pike<br />
|rowspan="2"| Goblin, Human<br />
|rowspan="2"| Multigrasp<br />
|-<br />
| Shaft bash || Blunt || 10000 || (6000) || 1.25x<br />
|- valign="top"<br />
|rowspan="4"| Scimitar<br />
|rowspan="4"| 300<br />
| Slash || Edge || 20000 || 4000 || 1.25x<br />
|rowspan="4"| Sword<br />
|rowspan="4"| Goblin, Human<br />
|rowspan="4"| Singlegrasp<br />
|-<br />
| Stab || Edge || 50 || 2000 || 1.0x<br />
|-<br />
| Flat slap || Blunt || 20000 || (4000) || 1.25x<br />
|-<br />
| Pommel strike || Blunt || 50 || (1000) || 1.0x<br />
|- valign="top"<br />
| Scourge<br />
| 300<br />
| Lash || Edge || 10 || 50 || 2.0x<br />
| Whip<br />
| Goblin<br />
| Singlegrasp<br />
|- valign="top"<br />
| Whip<br />
| 100<br />
| Lash || Blunt || 1 || (10) || 5.0x<br />
| Whip<br />
| Goblin, Human<br />
| Singlegrasp<br />
|}<br />
<br />
== Size==<br />
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness, so not all dwarves can use all weapons. The following table shows approximately how many dwarves can use each weapon one or two handed.<br />
{| class="wikitable" border="border"<br />
|-<br />
! Type<br />
! Min Size<br />
(Two-Handed)<br />
! Min Size<br />
(One-Handed)<br />
! Dwarves<br />
Can't Wield<br />
! Dwarves Wield<br />
Two-Handed<br />
! Dwarves Wield<br />
One-Handed<br />
|- valign="top"<br />
| Battle Axe<br />
| 42500<br />
| 47500<br />
| 1/49<br />
| 10/49<br />
| 38/49<br />
|- valign="top"<br />
| Crossbow (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| Mace<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Pick<br />
| 42500<br />
| 47500<br />
| 1/49<br />
| 10/49<br />
| 38/49<br />
|- valign="top"<br />
| Short Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Spear<br />
| 5000<br />
| 47500<br />
| -<br />
| 11/49<br />
| 38/49<br />
|- valign="top"<br />
| War Hammer<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Axe<br />
| 42500<br />
| 47500<br />
| 1/49<br />
| 10/49<br />
| 38/49<br />
|- valign="top"<br />
| Training Sword<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Training Spear<br />
| 42500<br />
| 47500<br />
| 1/49<br />
| 10/49<br />
| 38/49<br />
|- valign="top"<br />
| 2H Sword<br />
| 62500<br />
| 77500<br />
| 32/49<br />
| 14/49<br />
| 3/49<br />
|- valign="top"<br />
| Blowgun (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| Bow (Melee)<br />
| 15000<br />
| 0<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| Flail<br />
| 42500<br />
| 47500<br />
| 1/49<br />
| 10/49<br />
| 38/49<br />
|- valign="top"<br />
| Great Axe<br />
| 62500<br />
| 77500<br />
| 32/49<br />
| 14/49<br />
| 3/49<br />
|- valign="top"<br />
| Halberd<br />
| 62500<br />
| 77500<br />
| 32/49<br />
| 14/49<br />
| 3/49<br />
|- valign="top"<br />
| Dagger (Large)<br />
| 5000<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| Long Sword<br />
| 52500<br />
| 57500<br />
| 11/49<br />
| 7/49<br />
| 31/49<br />
|- valign="top"<br />
| Maul<br />
| 62500<br />
| 77500<br />
| 32/49<br />
| 14/49<br />
| 3/49<br />
|- valign="top"<br />
| Morningstar<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Pike<br />
| 62500<br />
| 77500<br />
| 32/49<br />
| 14/49<br />
| 3/49<br />
|- valign="top"<br />
| Scimitar<br />
| 32500<br />
| 37500<br />
| -<br />
| 1/49<br />
| 48/49<br />
|- valign="top"<br />
| Scourge<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|- valign="top"<br />
| Whip<br />
| 22500<br />
| 27500<br />
| -<br />
| -<br />
| 49/49<br />
|}<br />
<br />
See [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details.<br />
<br />
==Material==<br />
{{v0.31 material metal table head}}<br />
<br />
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}<span style="display:none">3:3:1</span>|source=[[Raw adamantine]]|notes= <br/>|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}<span style="display:none">6:6:1</span>|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}<span style="display:none">0:7:1</span>|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}<span style="display:none">6:4:0</span>|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=[[Native silver]], [[Horn silver]],<br />[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,<br />+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}<span style="display:none">7:7:1</span>|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Only available as Artifact Weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,<br />+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}<span style="display:none">7:7:1</span>|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=120|impactfracture=120|impactelasticity=100|shearyield=15|shearfracture=15|shearelasticity=100<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}<span style="display:none">7:7:1</span>|source=Sand|notes= Only available as Trap Components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113<br />
}}<br />
<br />
|}<br />
<br />
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:<br />
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with more force, light weapons tend to have less penetration. Value shown here is g/cm<sup>3</sup>, which is the raw value divided by 10<sup>3</sup><br />
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Impact strain at yield''': Used for blunt-force combat; ''lower'' is better. This is the raw value.<br />
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10<sup>3</sup> (i.e., kPa).<br />
**'''Shear strain at yield''': Used for cutting calculations in combat; ''lower'' is better. This is the raw value.<br />
<br />
*General Term Explanations (From Wikipedia)<br />
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.<br />
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.<br />
**'''Stress''' - Force per area = F/A<br />
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
=== Explanation ===<br />
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).<br />
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.<br />
* '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.<br />
<br />
=== Implications ===<br />
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.<br />
<br />
== Combat testing ==<br />
[[Adamantine]] and [[steel]] take first and second place respectively, with [[iron]] the third best material in the game, matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard) in regards to edged weaponry. <br />
<br />
Additionally, with regards to blunt weapons almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].<br />
<br />
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. <br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#999999"<br />
! <br />
! Best<br />
! Better<br />
! Good<br />
! Fair<br />
! Poor<br />
! Terrible<br />
! Notes<br />
<br />
|-<br />
| Armor<br />
| Adamantine<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| <br />
| <br />
<br />
|-<br />
| Edged Weapons<br />
| Adamantine <p>(worst for missiles)<br />
| Steel<br />
| Iron<br />
| Bronze, Bismuth Bronze<br />
| Copper<br />
| Silver<br />
| For piercing iron armor, copper is better than bronze. For piercing copper or bronze armor, bronze is better than copper.<br />
|-<br />
| Blunt Weapons<br />
| Steel, Silver<br />
| Copper, Bismuth Bronze, Bronze, Iron<br />
| ---<br />
| ---<br />
| ---<br />
| Adamantine<br />
| All six non-adamantine metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor.<br />
<br />
|}<br />
<br />
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.<br />
<br />
===Analysis===<br />
<br />
Testing of weapons (15 dwarves vs. 15 dwarves combats) in the [[object testing arena]] shows that the best dwarven-made weapon against humanoids is the silver war hammer {{version|0.31.12}}.<br />
<br />
Even in 15&times;(steel armor+silver war hammer) versus 15&times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better "weapon" material.<br />
<br />
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves. Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).<br />
<br />
More arena tests are available in the [[Main:Military testing|Military testing]] article.<br />
<br />
==Bugs==<br />
*Equipping weapons/armor on military is erratic{{Bug|535}}<br />
<br />
==See also==<br />
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril<br />
<br />
[[Category:Weapons]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Archery&diff=174839v0.34:Archery2012-07-06T16:35:19Z<p>Richards: cleanup</p>
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<div>{{quality|Exceptional|15:30, 9 August 2010 (UTC)}}{{av}}<br />
{{category|military}}<br />
{{category|skills}}<br />
<br />
'''Archery''' is the term given to the practice of firing ranged [[ammunition]] at targets by a personal weapon.<br />
<br />
In Dwarf fortress this naturally encompasses the [[crossbow]], the [[weapon|bow]] as a foreign or natural weapon depending on [[modding guide|modding]]; and the [[weapon|blowgun]] which can only be made as an [[artifact]] in a [[bowyer's workshop]] by a [[strange mood]], and which does not have any ammunition for its use outside [[Attack types|bludgeoning]]. <br />
<br />
==Archery==<br />
<br />
In order to engage in archery a dwarf needs five things: a [[weapon|ranged weapon]]; a [[quiver]] and [[Weapon#Ammunition|ammunition]]; proper [[labor]]/[[military interface|military]] assignments; and a [[cat|target]]. For further information, see the [[archery target]] page.<br />
<br />
Assignment of ranged weapons is done through the [[Military interface|military equipment screen]] ({{k|m}} -> {{k|e}}). If you only have a few ranged weapons, [[military]] squads get first pick, and then [[ambusher|hunters]] can choose from the leftovers. [[Squad]]s can be assigned a particular ''type'' of weapon, but hunters cannot be controlled so finely.<br />
<br />
Assignment of ammunition is done through the [[Military interface|military ammunition screen]] ({{k|m}} -> {{k|f}}) for both military squads and hunters. Ammunition must match the weapon: bolts for [[crossbow]]s, arrows for bows.<br />
<br />
A living target can be selected from the {{K|s}}[[squad|quad]] menu, by selecting the squad(s) you wish to have attack, then selecting attac{{K|k}} target. You can then select a single target with the cursor, a number of targets by enabling selection by {{K|r}}ectangle, or selecting a number of targets through a {{K|l}}ist. Note that if your dwarves don't have the required ammunition, quiver or bow/blowgun/crossbow, the squad members missing these components will attempt to engage the target in melee. There is no way to force dwarves to only attack from range, but adequately equipped dwarves stand the best chance of remaining at range.<br />
<br />
===Subsections of Archery===<br />
----<br />
<br/><br />
[[Crossbowman]] -- [[Crossbow]] -- [[Equipment#Quivers|Quivers]] -- [[Ambusher|Hunters]] -- [[Ammunition|Ranged Ammunition]]<br />
<br />
<br />
===Effects of Skill Leveling===<br />
----<br />
Higher skill levels equates with better accuracy and higher rates of fire. In order to increase the crossbowman/blowgunner/bowman skill a dwarf must fire at something; even if it misses a target it will gain the same amount of experience points as if it had hit.<br />
<br />
<!-- Copied and reworded from [[Crossbowman]] References 40d data! --><br />
Firing at live targets gives much more experience points than firing on inanimate [[archery target|archery targets]]. The difference is vast. Tests found that by firing around 67 practice bolts provided 7.5 experience for each shot on the archery target; This is compared with 17 bolts fired upon a live target providing 30 experience each.<br />
<br />
==Value in the Military==<br />
Dwarves using archery have their place in the military: They may fire at a distance without the threat of being attacked by [[weapon|melee weapons]] or by [[undead|being mauled to death]]. They may fire from one [[Z-level]] higher or lower than the target intended, (although this hurts distance). [[archery target|Archery targets]] must be engaged from the same Z-level and with no empty spaces in between the ranger and target. They may fire at enemy targets through [[fortification|fortifications]] and over empty spaces although their usefulness is thwarted by proper armor and tactics.<br />
<br />
[[ambusher|Hunters]] use the archery skill and will use ranged weapons in general.<br />
<br />
You '''cannot''' provide soldiers with a secondary weapon to which they may fall back to if they engage in melee combat. Archers will use their bows or other ranged weapons for melee combat if given the choice. [[crossbow|Crossbows]] and bows train the [[combat skill|hammererman]] skill while bows and blowguns use the [[combat skill|swordsman]] skill.<br />
<br />
==[[Known bugs and issues|Issues with Archery]]==<br />
* If you assign both arrows and bolts to the same group dwarves who are holding a crossbow may grab arrows and dwarves who are holding a bow may grab bolts.<br />
* The way weapons get assigned is bugged. [http://www.bay12games.com/dwarves/mantisbt/view.php?id=535] The basic problem is this: when a hunter which is equipped with a crossbow goes on duty as a marksdwarf it will look for a different crossbow rather than the one it is currently carrying. One workaround is to have lots of spare weapons.<br />
* If a squad is set to use two different materials of a certain kind of ammunition one for practicing, and one for combat, (an example of this would be metal bolts for combat and bone/wooden bolts for practicing.) Oftentimes the most expensive kind will be grabbed and stored inside a quiver, the dwarf then being unable to practice with the ammunition will be stuck on "Archery practice" and stand around doing nothing. Work arounds for this include only assigning one type of bolts at a time when in combat or training mode. Only [[military interface|assigning]] bone/wooden bolt and nothing else, or assign metal bolts and nothing else. This is bug [http://www.bay12games.com/dwarves/mantisbt/view.php?id=4530 #4530].<br />
<br />
=See also=<br />
*[[Military]]<br />
{{Skills}}<br />
{{Category|Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Native&diff=173455v0.34:Native2012-06-16T22:14:52Z<p>Richards: Redirect fixed</p>
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<div>#REDIRECT [[DF2012:Weapon#Native_vs._foreign]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Native&diff=173454v0.34:Native2012-06-16T22:14:30Z<p>Richards: Created page with "#REDIRECT [[DF2012:Weapon#Native_vs._foreign"</p>
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<div>#REDIRECT [[DF2012:Weapon#Native_vs._foreign</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34_Talk:Workshop&diff=173392v0.34 Talk:Workshop2012-06-15T14:10:20Z<p>Richards: /* Rabble rabble! */ new section</p>
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<div>I don't think the tier system is very useful. A better organization, if there needs to be an organization at all, would be by industry. [[User:HammerDave|HammerDave]] 00:32, 10 June 2012 (UTC)<br />
:I agree that the current tier system is a confusing mess. However, given the complexity of DF's industry, pretty much any attempt at making a single graph or table that accurately encompasses it all '''will''' be a confusing mess; succeeding at also making it easy to read would immediately elevate your Wikicrafting skill to Legendary+5 level. And some workshops are used in several different industries, inter alia, the butcher's shop produces bones for crafts and ammo, meat for feeding your dwarves, and leather for armor and crafts. Also, [[furnace]] could be merged with this page so every "dwarf-operated building that produces things" would be in one page. Personally, I'd just remove the tiers entirely and leave the items used and produced by each workshop, sorted alphabetically. --[[User:Seikatsukan|Seikatsukan]] 01:21, 10 June 2012 (UTC)<br />
<br />
== Rabble rabble! ==<br />
<br />
The tier system isn't even in the game. I think all mentions of 'tiers' should be removed, it's more confusing than what's actually in the game. --[[User:Richards|Richards]] 14:10, 15 June 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=User_talk:HiEv&diff=173391User talk:HiEv2012-06-15T13:59:24Z<p>Richards: /* Few questions */ Another question</p>
<hr />
<div>== Note(s) to self ==<br />
<br />
Check back on [[DF2012 Talk:Miner]] to see how discussion goes. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 06:48, 20 May 2012 (UTC)<br />
<br />
Make a [[Sight]] (or perhaps [[Vision]]?) article explaining line-of-sight range, things that can and can't be seen through, etc... -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 03:31, 23 May 2012 (UTC)<br />
<br />
== Helpful (?) Suggestion ==<br />
<br />
An easy way to keep track of pages is to add them to your 'watchlist'. Clicking on the watchlist link at the top of the page, next to your username, will take you to a list of pages you've flagged in this manner, and also tell you if they've been updated since. I find it useful. Keep up the edits! --[[User:Zombiejustice|Zombiejustice]] 11:01, 20 May 2012 (UTC)<br />
:Yeah... I know that, I'm actually the primary moderator of the wiki for another game. However, I tend to forget about my watch list, but I remember I have stuff on my talk page. Dunno why, but that's what works for me. Thanks though! :-) -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 20:49, 20 May 2012 (UTC)<br />
<br />
== Gravity and Seige edits ==<br />
<br />
Just checking in on the Gravity Edit. What do you think is wrong or inaccurate? Have you dropped a dwarf or goblin from a height in the new version? I can provide screencaps and documentation. I've also been exploiting it to some effect in my current fortress. It likely has to do with Toady's nerfing the damage done by dwarves due to rockfalls during mining.<br />
<br />
Also notice you've corrected the Siege edit. Not to be combative, but caravans still come if your trade depot is blocked off. You get the message "they have nowhere to put their goods" . During a siege, the caravan does not show *period* whether there is access or not. My last line of defense is a long retractable bridge (thus the gravity update) which I rarely need to engage because the other traps usually cut the seigers to ribbons before they get there. I've also played a game where my trade depot was outside the fort, always accessible no matter what. Caravans did not arrive the season of a siege, no matter how soon the siege was lifted. Access does not figure in. Also, caravans can only be attacked by an ambush, since they do not arrive (in my experience) during a seige. -- [[Special:Contributions/66.65.53.112|66.65.53.112]] 23:21, 25 May 2012 (UTC)<br />
<br />
:Regarding [http://dwarffortresswiki.org/index.php?title=DF2012%3AGravity&action=historysubmit&diff=172280&oldid=167933 your edit] to [[Gravity]], referring to "the most recent update" violates {{Rule|T}}, since it means the article needs an update as soon as a new version comes out. Also, any changes to gravity likely occurred in v0.34.08, and not v0.34.10, since that was when he added the "Falling objects can collide with critters" change, so that was already incorrect. Also, people have recently been talking about things as small as rat remains caving in dwarves' heads (see {{Bug|5945}}), so that isn't really "nerfing" the damage, since in some cases it's even worse. Your results don't seem to match what I've read in the forums either, so I was unsure if perhaps you simply were extrapolating too much from a small sample size. If you have some science to back up your claims with a large enough sample size (say, 20 tests of each case with no other variables), then I'm sure the community would love to see it.<br />
<br />
:Regarding the siege edit, ''thought'' I had just seen a human caravan show up while a siege was going on. However, after going back and checking, the siege ended, and then later that same day the human caravan showed up, while the siegers were still leaving. The wagons in the caravan bypassed my fort because my trade depot was inaccessible, but after opening my fort the merchants without wagons still went to my trade depot. I never claimed that they don't come if the trade depot is blocked off, and the actual message you get is, "''Their wagons have bypassed your inaccessible site.''" Seeing both the caravan and the siegers on the map at the same time is the reason why I ''mistakenly'' thought that caravans could arrive during a siege, however the siege notice was not on the screen when that happened, so technically the siege was over. So, I apologize for that mistake.<br />
<br />
:Finally, please do not forget to sign your comments with four tildes <nowiki>("~~~~")</nowiki>. Thanks. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 07:31, 26 May 2012 (UTC)<br />
<br />
::Wasn't aware of the stylistic rules. Have corrected that.<br />
<br />
::Not sure if the exact version matters, but falling down (not being fallen upon) has certainly become less dangerous since the introduction of minecarts.<br />
<br />
::The objects falling on dwarves isn't really germane, I was describing a pit trap. I've actually exploited(?) this by giving my mining dwarves less specific digging designations. I can just drop them a few z levels if they get stranded and know they'll be fine.<br />
<br />
::Other people have noticed this same behavior. Science seems to be ongoing. I have replaced my edit and added a link to the thread.<br />
<br />
::Cool thanks. No need to apologize. I'll put that back up if it isn't already. God knows missing out on the dwarven and human caravans (this happened in my last fort one year) really puts you back when all you have is sphalerite and galena. -- [[Special:Contributions/66.65.53.112|66.65.53.112]] 17:04, 2 June 2012 (UTC)<br />
<br />
:::Yeah, I just saw a thread in the forums where they're experimenting with drop heights because others have seen reduced falling damage as well. I guess we'll have to see what the new good drop heights are to kill invaders. Also, I moved your latest responses down so that they'll be listed in the order they were written. Finally, when you sign your comments, don't use the "nowiki" bit, that way the tildes will get changed into a signature. For example, everything after this comment was added automatically by just typing the four tildes. -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 21:34, 2 June 2012 (UTC)<br />
<br />
== Few questions ==<br />
<br />
Hey HiEv. Can you explain to me why [[bowman]] won't redirect to [[crossbowman]]? Quietus said to redirect all articles to the 'current version' of themselves and then to other articles, but bowman won't redirect for me to crossbowman like I'm assuming it to be. I'm going to expand the crossbowman, bowman articles and I want to get this right. Thanks. --[[User:Richards|Richards]] 21:50, 14 June 2012 (UTC)<br />
:(Answer copied on Richards' talk page.) The problem with the Bowman redirect was that Bowman was set to redirect to cv:Bowman instead of going to Crossbowman. DF2012:Bowman had the same problem. I fixed both. The way it works is that you redirect X to Y, then Y automatically redirects to cv:Y, which takes you to (current namespace):Y. So, if you want to redirect "Rich" to "DF2012:Richard", make the "Rich" page redirect to "Richard", and the "Richard" page redirect to "cv:Richard". Like Quietust said, it's basically a double-redirect so that it automatically finds the correct namespace for the article. Hope that helps! -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 22:07, 14 June 2012 (UTC)<br />
<br />
I need to know to to redirect [[foreign]] to Weapon#Native_vs._foreign. I modeled it after the same way [[shield]] is set up but it stalls on the first redirect... Thanks HiEv--[[User:Richards|Richards]] 13:59, 15 June 2012 (UTC)</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Foreign&diff=173390v0.34:Foreign2012-06-15T13:56:19Z<p>Richards: Redirected page to DF2012:Weapon#Native vs. foreign</p>
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<div>#REDIRECT [[DF2012:Weapon#Native_vs._foreign]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=Forge&diff=173384Forge2012-06-15T13:45:51Z<p>Richards: Redirect</p>
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<div>#REDIRECT [[Metalsmith's forge]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Siege&diff=173373v0.34:Siege2012-06-15T00:36:44Z<p>Richards: /* Goblin sieges */ verified</p>
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<div>{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}<br />
<br />
:''If you would like to read about siege engines go to [[Siege engine|Siege engines]].<br />
<br />
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s. They are usually announced with the message screen "''A vile force of darkness has arrived!''" (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows "SIEGE" tag along the top for the duration.<br />
<br />
Caravans will not arrive at a besieged fortress. It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.<br />
<br />
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the [[Embark]] site finder when selecting your fortress site.<br />
<br />
=== Structure of a siege ===<br />
<br />
Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).<br />
<br />
Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).<br />
<br />
After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the "SIEGE" tag will go away.<br />
<br />
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. <br />
<br />
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.<br />
<br />
You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].<br />
<br />
=== [[Goblin]] sieges ===<br />
<br />
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves.<br />
<br />
Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].<br />
<br />
Goblins sieges often include groups of [[Troll]]s or [[Ogre]]s, that can [[Building destroyer|break buildings]]. Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.<br />
<br />
Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.<br />
<br />
They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s. Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns.<br />
<br />
Potential mounts include:<br />
*[[Cave crocodile]]<br />
*[[Giant olm]]<br />
*[[Rutherer]]<br />
*[[Blind cave bear]]<br />
*[[Giant bat]]<br />
*[[Giant cave swallow]]<br />
*[[Voracious cave crawler]]<br />
<br />
=== [[Elf|Elven]] sieges ===<br />
<br />
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. <br />
<br />
Elven sieges are announced with the message, "''The elves have brought the full forces of their lands against you.''". Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.<br />
<br />
=== [[Human]] sieges ===<br />
<br />
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Human sieges are announced with the message "''The enemy have come and are laying siege to the fortress.''".<br />
<br />
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.<br />
<br />
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.<br />
<br />
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.<br />
<br />
=== [[Necromancer]] sieges ===<br />
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.<br />
<br />
=== Bugs ===<br />
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}<br />
* Amphibian invader mounts drown their riders. {{Bug|926}}<br />
<br />
<br />
<br />
{{Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Siege&diff=173372v0.34:Siege2012-06-15T00:33:22Z<p>Richards: </p>
<hr />
<div>{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}<br />
<br />
:''If you would like to read about siege engines go to [[Siege engine|Siege engines]].<br />
<br />
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s. They are usually announced with the message screen "''A vile force of darkness has arrived!''" (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows "SIEGE" tag along the top for the duration.<br />
<br />
Caravans will not arrive at a besieged fortress. It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.<br />
<br />
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the [[Embark]] site finder when selecting your fortress site.<br />
<br />
=== Structure of a siege ===<br />
<br />
Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).<br />
<br />
Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).<br />
<br />
After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the "SIEGE" tag will go away.<br />
<br />
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. <br />
<br />
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.<br />
<br />
You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].<br />
<br />
=== [[Goblin]] sieges ===<br />
<br />
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves. {{Verify}}<br />
<br />
Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].<br />
<br />
Goblins sieges often include groups of [[Troll]]s or [[Ogre]]s, that can [[Building destroyer|break buildings]]. Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.<br />
<br />
Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.<br />
<br />
They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s. Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns.<br />
<br />
Potential mounts include:<br />
*[[Cave crocodile]]<br />
*[[Giant olm]]<br />
*[[Rutherer]]<br />
*[[Blind cave bear]]<br />
*[[Giant bat]]<br />
*[[Giant cave swallow]]<br />
*[[Voracious cave crawler]]<br />
<br />
=== [[Elf|Elven]] sieges ===<br />
<br />
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. <br />
<br />
Elven sieges are announced with the message, "''The elves have brought the full forces of their lands against you.''". Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.<br />
<br />
=== [[Human]] sieges ===<br />
<br />
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Human sieges are announced with the message "''The enemy have come and are laying siege to the fortress.''".<br />
<br />
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.<br />
<br />
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.<br />
<br />
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.<br />
<br />
=== [[Necromancer]] sieges ===<br />
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.<br />
<br />
=== Bugs ===<br />
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}<br />
* Amphibian invader mounts drown their riders. {{Bug|926}}<br />
<br />
<br />
<br />
{{Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Siege&diff=173371v0.34:Siege2012-06-15T00:31:07Z<p>Richards: Just the dead leaders issue is outstanding; The bugs box here is too intrusive for what it implies.</p>
<hr />
<div>{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}<br />
<br />
:''For catapults and ballistae, see [[Siege engine]].<br />
<br />
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s. They are usually announced with the message screen "''A vile force of darkness has arrived!''" (the message screen differs depending on the attacking race : the previous one is for goblins), and the main screen shows "SIEGE" tag along the top for the duration.<br />
<br />
Caravans will not arrive at a besieged fortress. It is unknown if they will arrive if a siege is quickly broken, however, but it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do have arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily to lean your economy on imported goods.<br />
<br />
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the "neighbors" view of the [[Embark]] site finder when selecting your fortress site.<br />
<br />
=== Structure of a siege ===<br />
<br />
Siege forces usually consist of several 'squads'. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).<br />
<br />
Occasionally, a squad will be mounted - this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted, even if his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than a goblin (for example a [[Jabberer]] tends to grab [[body parts]] and tear them off).<br />
<br />
After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the "SIEGE" tag will go away.<br />
<br />
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. <br />
<br />
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.<br />
<br />
You can also turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].<br />
<br />
=== [[Goblin]] sieges ===<br />
<br />
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves. {{Verify}}<br />
<br />
Sometimes goblins will charge in an open march toward your fortress and attempt to kill your [[dwarves]].<br />
<br />
Goblins sieges often include groups of [[Troll]]s or [[Ogre]]s, that can [[Building destroyer|break buildings]]. Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving [[migrants]], usually possess random civilian classes, and show little of the organized behavior of the squads.<br />
<br />
Goblins may bring elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s.<br />
<br />
They may also ride exotic mounts; aquatic mounts can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride flying mounts which can avoid your fortress [[wall]]s. Some squads may enter the screen underground, making the underground workings of your fortress vulnerable to attack if you are not patrolling underground caverns.<br />
<br />
Potential mounts include:<br />
*[[Cave crocodile]]<br />
*[[Giant olm]]<br />
*[[Rutherer]]<br />
*[[Blind cave bear]]<br />
*[[Giant bat]]<br />
*[[Giant cave swallow]]<br />
*[[Voracious cave crawler]]<br />
<br />
=== [[Elf|Elven]] sieges ===<br />
<br />
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. <br />
<br />
Elven sieges are announced with the message, "''The elves have brought the full forces of their lands against you.''". Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.<br />
<br />
=== [[Human]] sieges ===<br />
<br />
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Human sieges are announced with the message "''The enemy have come and are laying siege to the fortress.''".<br />
<br />
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.<br />
<br />
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.<br />
<br />
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.<br />
<br />
=== [[Necromancer]] sieges ===<br />
Necromancers will occasionally besiege your fortress by sending undead to your fort or even coming themselves. Either way, undead sieges are hectic messes. The undead units will arrive from all sides of the map in huge numbers. It is recommended that you have many traps set in advance, and when they arrive, lock everything down. Have your refuse areas locked up tight, your crypts or tombs sealed off, and your butcher shops under lock and key. Also, be careful with fishery workshops, as reports of mussel shells rising from the dead are fairly common. Necromancers will raise any corpse or corpse part that they see, and simple proximity to undead can cause things like skin and hair to rise and attack the unfortunate butcher. Undead sieges may arrive with as few as one zombie to as many as one hundred or more. It doesn't really matter much how many arrive, if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot get at your dwarves, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed.<br />
<br />
=== Bugs ===<br />
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}<br />
* Amphibian invader mounts drown their riders. {{Bug|926}}<br />
<br />
<br />
<br />
{{Military}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&diff=173369v0.34:Combat skill2012-06-15T00:10:01Z<p>Richards: /* Weapon skills */</p>
<hr />
<div>{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}<br />
<br />
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''<br />
<br />
== General combat skills ==<br />
<br />
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.<br />
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in the [[object testing arena]] with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy. <br />
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.<br />
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.<br />
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.<br />
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].<br />
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.<br />
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).<br />
<br />
== Equipment skills ==<br />
<br />
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.<br />
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.<br />
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].<br />
<br />
== Weapon skills ==<br />
<br />
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. <br />
* Axeman - allows characters to use axes, great axes, and halberds more effectively.<br />
* Blowgunner - allows characters to use blowguns more effectively.<br />
* [[Bowman]] - allows characters to use bows more effectively.<br />
* [[Crossbowman]] - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.<br />
* Knife User - allows characters to use large daggers and knives more effectively.<br />
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.<br />
* Maceman - allows characters to use flails, maces, and morningstars more effectively.<br />
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).<br />
* Pikeman - allows characters to use pikes more effectively.<br />
* Spearman - allows characters to use spears more effectively.<br />
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.<br />
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water.<br />
<br />
==See also==<br />
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril<br />
<br />
<br />
{{skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Combat_skill&diff=173368v0.34:Combat skill2012-06-15T00:09:30Z<p>Richards: Linkage</p>
<hr />
<div>{{quality|Exceptional|20:17, 26 December 2010 (UTC)}}{{av}}<br />
<br />
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all "combat skills" will redirect here, at least until it becomes more clear if/how we should break them up.''<br />
<br />
== General combat skills ==<br />
<br />
'''General Combat skills''' are a category of skills that are collectively unrelated to whether a dwarf is using weapons or armor but are useful for combat.<br />
* [[archery|Archer]] - increases with the use of any ranged attack, including throwing. Its exact function is unknown, but when tested in the [[object testing arena]] with two dwarves, one no skill and one grand master on isolated pillars with bows, the grand master shot the no skill dwarf with far greater accuracy. <br />
* Biter - increases whenever a character chooses to bite an opponent. This is probably the most effective attack for a creature whose biting causes a [[syndrome]], but some [[immigrant]]s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit when they choose to bite during a combat.<br />
* Dodger - aids creatures in avoidance, causing enemies to miss more often. Scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales. Dodging can even be done while lying on the ground, making it a particularly valuable skill.<br />
* Fighter - increases with each melee attack (from or to a target), no matter what kind of weapon is used, and can increase rather quickly. Its use or significance is currently not known. However, when tested in arena mode with two dwarves, one unskilled and one grand master fighter, the one with fighter skill won consistently while armed with any of the default weapons. Unarmed dwarves showed no preference.<br />
* Kicker - increased by kicking in unarmed combat. Stance strikes from kicking tend to have a blunt [[attack type]].<br />
* Striker - increased by throwing punches and scratching with claws or nails in unarmed combat.<br />
* [[Wrestling|Wrestler]] - pertains to incapacitating enemies by holding limbs. Wrestlers are generally unable to kill much, but they may make killing easier for their armed comrades. Their punches do kill fellow dwarves when tantruming. Wrestlers can strangle enemies unconscious, break joints, and even take away weapons and armor, but the AI is rather unlikely to do so (making [[adventurer mode|adventurer]] wrestlers much more effective).<br />
<br />
== Equipment skills ==<br />
<br />
'''Equipment skills''' are associated with the use of non-weapon equipment, and as a class increase dwarf survivability.<br />
* Armor User - related to how well a dwarf moves in [[armor]], and increases whenever a dwarf wearing armor attacks or is attacked. Higher levels of this skill reduces the encumbrance penalties of armor, allowing dwarves wearing full steel plate to move at normal speed. Arena testing also indicates that armor users become tired less easily than non armor wearers (300 vs 100 announcements vs bronze colossus). Because even leather [[clothes]] count as armor, this skill often appears at dabbling level on civilians who briefly struggle with a [[kobold]] [[thief]] or predatory animals.<br />
* Shield User - increases whenever a dwarf uses a [[shield]] or [[buckler]] to block an attack, which is often. Shields increase survivability of dwarves a great deal, and can block anything from a [[goblin]] axe to [[dragon|dragonfire]].<br />
<br />
== Weapon skills ==<br />
<br />
'''Weapon skills''' are associated with the use of a particular [[weapon]] type, even if that weapon type is "thrown [[vomit]]" in adventure mode. The name of many of these skills is dependent on species: a dwarven spear user will be known as a 'Speardwarf'. <br />
* Axeman - allows characters to use axes, great axes, and halberds more effectively.<br />
* Blowgunner - allows characters to use blowguns more effectively.<br />
* Bowman - allows characters to use bows more effectively.<br />
* Crossbowman - allows characters to use crossbows more effectively. The dwarven version is called '''Marksdwarf'''.<br />
* Hammerman - allows characters to use mauls and war hammers more effectively, as well as crossbows in melee.<br />
* Knife User - allows characters to use large daggers and knives more effectively.<br />
* Lasher - allows characters to use whips and [http://en.wikipedia.org/wiki/Scourge scourges] more effectively.<br />
* Maceman - allows characters to use flails, maces, and morningstars more effectively.<br />
* Misc. Object User - allows characters to use objects like tables and chairs more effectively as weapons. In fortress mode, this skill tends to increase when dwarves tantrum and break some heads with a +Granite Throne+. It also is used with shields, making it useful if a military dwarf is disarmed (either literally or not).<br />
* Pikeman - allows characters to use pikes more effectively.<br />
* Spearman - allows characters to use spears more effectively.<br />
* Swordsman - allows characters to use long swords, scimitars, short swords, and two-handed swords more effectively, as well as blowguns and bows in melee.<br />
* [[Thrower]] - allows characters to throw miscellaneous objects more effectively. Throwing is still as hilariously overpowered as in previous versions, and you can totally kill a charging elephant with thrown water.<br />
<br />
==See also==<br />
* [[User:Shinziril#Skills|Outstanding research]] on several combat skills by Shinziril<br />
<br />
<br />
{{skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=Throwing&diff=173367Throwing2012-06-15T00:08:54Z<p>Richards: Redirected page to Thrower</p>
<hr />
<div>#REDIRECT [[Thrower]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=Throw&diff=173366Throw2012-06-15T00:08:17Z<p>Richards: Redirected page to Thrower</p>
<hr />
<div>#REDIRECT [[thrower]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=Combat_skills&diff=173365Combat skills2012-06-15T00:07:41Z<p>Richards: Redirected page to Combat skill</p>
<hr />
<div>#REDIRECT [[Combat skill]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Thrower&diff=173364v0.34:Thrower2012-06-15T00:07:13Z<p>Richards: minor edit</p>
<hr />
<div>{{av}}<br />
{{Quality|Masterwork}}<br />
Throwing is a skill used primarily in Adventure Mode. The thrower skill determines the accuracy and damage of thrown objects. Note that any object can and will cause serious damage when thrown, including [[clothing|socks]], [[large roach|roaches]], and even [[water]].<br />
<br />
== Throwing in Fortress Mode ==<br />
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object. Doing so gives the dwarf experience towards throwing. Otherwise, dwarves will never use throwing in Fortress Mode.<br />
<br />
== Throwing in Adventure Mode ==<br />
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing from previous versions.]]<br />
In Adventure mode throwing is an excellent way to roll the dice before close-combat, essentially giving the chance for the opponent's vital organs or extremities to be damaged (plus any bonus that may come with the damage - for example, sightless monsters or weaponless guards). Furthermore, '''anything''' can be used as a weapon. [[Soil|Silt]], [[pebbles]], and [[vomit]] have been witnessed colliding with opponents with devastating results (two or three handfuls of dirt can take down a wolf, for example).<br />
<br />
At the moment, an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks, can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.<br />
<br />
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage. Although it's not as effective as using a [[bow]]/[[crossbow]], you can throw [[arrow]]s and [[bolt]]s and it will do piercing damage (and, as an added bonus, you will be able to pick up the ammunition afterwards). You can also throw things like swords and axes and they'll do slashing damage.<br />
<br />
{{skills}}<br />
{{Category|Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Thrower&diff=173363v0.34:Thrower2012-06-15T00:05:55Z<p>Richards: This information is generally correct and well laid out while being informative. Copied from 40d.</p>
<hr />
<div>{{av}}<br />
{{Quality|Masterwork}}<br />
Throwing is a skill used primarily in Adventure Mode. The thrower skill determines the accuracy and damage of thrown objects. Note that any object can and will cause serious damage when thrown, including [[clothing|socks]], [[large roach|roaches]], and even [[water]].<br />
<br />
== Throwing in Fortress Mode ==<br />
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object. Doing so gives the dwarf experience towards throwing. Otherwise, dwarves will never use throwing in Fortress Mode.<br />
<br />
== Throwing in Adventure Mode ==<br />
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing.]]<br />
In Adventure mode throwing is an excellent way to roll the dice before close-combat, essentially giving the chance for the opponent's vital organs or extremities to be damaged (plus any bonus that may come with the damage - for example, sightless monsters or weaponless guards). Furthermore, '''anything''' can be used as a weapon. [[Soil|Silt]], [[pebbles]], and [[vomit]] have been witnessed colliding with opponents with devastating results (two or three handfuls of dirt can take down a wolf, for example).<br />
<br />
At the moment, an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks, can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.<br />
<br />
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage. Although it's not as effective as using a [[bow]]/[[crossbow]], you can throw [[arrow]]s and [[bolt]]s and it will do piercing damage (and, as an added bonus, you will be able to pick up the ammunition afterwards). You can also throw things like swords and axes and they'll do slashing damage.<br />
<br />
{{skills}}<br />
{{Category|Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=40d:Thrower&diff=17336240d:Thrower2012-06-15T00:01:27Z<p>Richards: </p>
<hr />
<div>{{av}}<br />
{{Quality|Masterwork}}<br />
Throwing is a skill used primarily in Adventure Mode. The thrower skill determines the accuracy and damage of thrown objects. Note that any object can and will cause serious damage when thrown, including [[clothing|socks]], [[large roach|roaches]], and even [[water]].<br />
<br />
== Throwing in Fortress Mode ==<br />
In Fortress Mode a dwarf who is [[tantrum]]ing may pick up and throw an object. Doing so gives the dwarf experience towards throwing. Otherwise, dwarves will never use throwing in Fortress Mode.<br />
<br />
== Throwing in Adventure Mode ==<br />
[[Image:Overpowered_throwing.png|thumb|256px|A funny example of overpowered throwing.]]<br />
In Adventure mode throwing is an excellent way to roll the dice before close-combat, essentially giving the chance for the opponent's vital organs or extremities to be damaged (plus any bonus that may come with the damage - for example, sightless monsters or weaponless guards). Furthermore, '''anything''' can be used as a weapon. [[Soil|Silt]], [[pebbles]], and [[vomit]] have been witnessed colliding with opponents with devastating results (two or three handfuls of dirt can take down a wolf, for example).<br />
<br />
At the moment, an excellent way to level up your throwing skill is to collect many items and throw them directly under you. This, combined with an endless supply of vomit, soil, or small rocks, can increase your warrior's attributes and your throwing skill to Legendary in about ten minutes. It is unknown whether this will be tweaked in coming releases.<br />
<br />
Most things you throw will do bludgeoning damage, however there are some items that you can throw that do different kinds of damage. Although it's not as effective as using a [[bow]]/[[crossbow]], you can throw [[arrow]]s and [[bolt]]s and it will do piercing damage (and, as an added bonus, you will be able to pick up the ammunition afterwards). You can also throw things like swords and axes and they'll do slashing damage.<br />
<br />
{{skills}}<br />
{{Category|Skills}}</div>Richardshttp://dwarffortresswiki.org/index.php?title=Throw&diff=173361Throw2012-06-14T23:58:32Z<p>Richards: Redirected page to Combat skill</p>
<hr />
<div>#REDIRECT [[combat skill]]</div>Richardshttp://dwarffortresswiki.org/index.php?title=v0.34:Trading&diff=173360v0.34:Trading2012-06-14T23:52:22Z<p>Richards: The bugs aren't enough to warrant a 'bugs here' tag.</p>
<hr />
<div>{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}<br />
<br />
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.<br />
<br />
'''Trader''' is the term used at your Trade Depot to refer to your fortress [[Broker]] when dealing with merchants in a visiting caravan ({{key|r}} - "''Trader requested at Depot"''). As a [[profession]], the term usually only applies to visiting merchants, or to a dwarf whose highest [[skill]] is [[Appraiser]].<br />
<br />
== Trade Depot ==<br />
Building a [[Trade depot]] is a requisite for trade with caravans that arrive at your fortress. <br />
<br />
While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.<br />
<br />
Everything that is on your map belongs to you, except:<br />
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}<br />
* the items that are on merchant animals{{Verify}}<br />
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)<br />
<br />
See the [[Trade depot]] article for more information on how to interact with it.<br />
<br />
==Trading Flowchart ==<br />
{{:Trading/Flowchart}}<br />
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed. Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit. Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.<br />
<br />
With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}<br />
<br />
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}<br />
<br />
== Trading cue colors ==<br />
<br />
* <span style="background-color:black;color:{{fgcolor|6:0}}">'''Brown'''</span> Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.<br />
* <span style="background-color:black;color:{{fgcolor|7:1}}">'''White'''</span> Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.<br />
* <span style="background-color:black;color:{{fgcolor|5:1}}">'''Purple'''</span> Items are under a no-export mandate. If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.{{Verify}}<br />
* <span style="background-color:black;color:{{fgcolor|2:1}}">'''Green'''</span> Items have just been gifted to the caravan and they will not trade it back.<br />
* <span style="background-color:black;color:{{fgcolor|4:1}}">'''Red'''</span> Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become "valid" trading items. However, a caravan from a different civilization ''may'' accept stolen goods without changing them first.{{verify}}<br />
<br />
Note that containers (barrels, bins, etc) will be displayed according to the origin of the <i>container</i>, not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).<br />
<br />
== Merchant mood ==<br />
If your broker has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. <br />
<br />
* (trader) seems ecstatic with the trading<br />
* (trader) seems very happy about the trading<br />
* (trader) seems pleased with the trading<br />
* (trader) seems willing to trade (Default, at least for humans)<br />
* (trader) seems to be rapidly losing patience<br />
* (trader) is not going to take much more of this<br />
* (trader) is unwilling to trade<br />
<br />
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. <br />
<br />
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.<br />
<br />
== Seizing items ==<br />
<br />
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's. If you seize goods from a caravan, the merchant will respond "Take what you want. I can't stop you." and then leave immediately without the seized goods. Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are "laundered" by decoration or used to create other goods. Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].{{Verify}}<br />
<br />
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.{{Verify}}<br />
<br />
As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}<br />
<br />
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}<br />
<br />
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}<br />
<br />
==Offering items==<br />
<br />
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival.(5,000 in 0.31.25) You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.<br />
<br />
Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.<br />
<br />
== Miscellaneous Trading Advice ==<br />
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.<br />
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}<br />
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways) to the entrance of the fort and line this with traps; this will help to protect the traders and keep the depot close to your supplies.<br />
* All caravans will bring extra food (meat and edible plants) and wooden logs if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival. <p> <!-- This puts a paragraph break into a list item --> This also seems to apply to elven caravans bringing [[cloth]] (except that cloth that's turned into [[clothing]], [[bag]]s or [[rope]] isn't counted). So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.<br />
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.<br />
* Each trade you make (regardless of value) will increase your broker's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader. Each skill seems to gain around 5-15 points, but the sum will always be 50. The skill gain occurs as soon as the "t" button is pressed - if the offer is rejected, the dwarf will still gain 50 points. If the same offer is subsequently accepted, no additional skill will be gained.<br />
<br />
== Caravans ==<br />
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.{{verify}} Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year. Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.{{Verify}}<br />
<br />
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].<br />
<br />
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one.<br />
<br />
If a caravan has a lot of junk to load up, it can take a while (>=2 months), however another caravan can unload and trade while the first one is still packing.<br />
<br />
==== [[Dwarves]] ====<br />
:''"Our fortunes rise and fall together"''<br />
<br />
The dwarven caravan:<br />
* arrives in [[Calendar|autumn]].<br />
* carries metal bars, [[leather]], weapons and armor, food and booze, and more. Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.<br />
* is well guarded.<br />
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).<br />
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}<br />
* will not cause sieges when repeatedly destroyed or lost.<br />
* is the only caravan to arrive during a fortress' first year.<br />
* always arrives regardless of embark location, as long as the dwarven civilization is not extinct.{{verify}}<br />
* cannot have its goods seized from the trade menu.<br />
* may not arrive if your civilization lacks any notable figures.<br />
<br />
==== [[elf|Elves]] ====<br />
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]<br />
<br />
The elven caravan:<br />
* arrives in the [[Calendar|spring]].<br />
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods & [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.<br />
* is unguarded.<br />
* does not accept some items in trade:<br />
<br />
Elven traders do not like to be offered any tree byproducts. Forbidden items include:<br />
<br />
* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)<br />
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]<br />
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable<br />
* Items [[decoration|decorated]] with any of the above materials<br />
* [[Obsidian]] shortswords (since they have wooden handles)<br />
* [[Soap]] (made with [[lye]])<br />
<br />
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately. Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.<br />
<br />
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].<br />
<br />
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass. All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an "elf kosher" way.<br />
<br />
==== [[Human]]s ====<br />
The human caravan:<br />
* arrives in [[Calendar|summer]].<br />
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.<br />
* is moderately guarded.<br />
<br />
==== [[Goblin]]s{{Verify}} ====<br />
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.<br />
<br />
The goblin caravan:<br />
*will arrive every season, four times per year{{verify}}<br />
*unguarded<br />
*brings mostly food and cloth<br />
*does not send a liaison or a guild representative<br />
*does not make import/export agreements<br />
<br />
== Liaisons ==<br />
[[Liaison]]s may be sent with caravans to speak to important dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left*). Liaisons allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however, those items will also be more expensive). In turn, they will present a list of the items they're willing to pay more for, which will be effective upon their next arrival.<br />
<br />
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.<br />
<br />
If a liaison is prevented from leaving, they will eventually go [[insane]]. {{Verify}}<br />
<br />
*In version .34 the liason may leave "unhappy" (without going insane) if your dwarf is hospitalized long enough (approximately six months). The effects of this are unknown.<br />
<br />
== Destruction ==<br />
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.<br />
<br />
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].<br />
<br />
== Caravan Delay ==<br />
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane. This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death. It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.{{Verify}}<br />
<br />
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.<br />
<br />
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.{{Verify}}<br />
<br />
Merchants can leave the map from any map edge-- including underground map edges. If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground. This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.<br />
<br />
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.<br />
<br />
If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you wish to keep the precious bins, selling low value individual items with low weight.<br />
<br />
== Bugs ==<br />
<br />
*Aggressive, untrainable animals (capture goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.<br />
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}<br />
*Caravans show up very late in the season. {{Bug|1756}}<br />
<br />
== Loyalty cascade ==<br />
*If you order your military to kill merchants from your own civilization, your soldiers will simultaneously become members ''and'' enemies of your civilization, resulting in a civil war within your fortress. When this happens, all current members of the fortress (excluding incoming migrants) will turn on each other yet they will still be seen as normal working dwarves in the status screens. This will only last for those who were alive ''during'' the attack, they will always be hostile to everyone including incoming migrants (yet they still do their jobs/ follow military orders and work as dwarves although they will interrupt other's work. They will not be shown as enemies in the Units screen).<br />
<br />
== Exploits ==<br />
<br />
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them.<br />
<br />
*If you wait some time (2-3 months{{verify}}), you can "claim" animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.</div>Richards